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      <h1>Format Operator</h1>
      <p>&nbsp;</p>
<p>The Format Operator allows you to choose options for the file format and the mipmap behaviour of a texture. It has to be added right before the <a href="operator_Export.html">Export Operator</a>. </p>
<p>&nbsp;</p>
<h2>Inputs</h2>
<p>&nbsp;</p>
<p>One texture. </p>
<p>&nbsp;</p>
<h2>Parameters</h2>
<p>&nbsp;</p>
<h3 class="description">Format</h3>
<p class="description"><em><strong>A8R8G8B8</strong></em>: regular 32 bit Bitmap, with 4 unsigned 8Bit channels (Alpha, R, G, B). </p>
<p class="description"><em>Q8W8U8V8 (normal map)</em>: 4 signed 8Bit channels </p>
<p class="description"><em>DXT1</em>: DirectX compression (no alpha)</p>
<p class="description"><em>DXT5</em>: DirectX compression (with alpha)</p>
<p>&nbsp;</p>
<h3 class="description">Mipmap Count</h3>
<p class="description">Sets the  number of mipmap steps.</p>
<p>&nbsp;</p>
<h3 class="description">Mipmap Threshold</h3>
<p class="description">Sets the cutoff point for  smooth/sharp mipmap generation (smooth: bilinear filtering, sharp: nearest neighbour). A value of 1 means that all mipmap are generated the same way. </p>
<p>&nbsp;</p>
<h3 class="description">Threshold Dir</h3>
<p class="description"><strong><em>sharp first</em></strong><em>/smooth first</em>: Sets the order of mipmap generation algorithms.</p>
<p>&nbsp;</p>
<h3 class="description">Alpha Channel</h3>
<p class="description"><em><strong>smooth</strong>/hard</em>: Chooses a mipmap algorithm for the alpha channel. </p>
<p>&nbsp;</p>
<h3 class="description">DXT quality</h3>
<p class="description">fast (no dither)/medium (dither):  Toggles dithering in the DXT format. </p>
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